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Blender Game Asset Modeling Tutorial (Part 8) 

AlienMinefield
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Welcome to another tutorial series. I'm working on an indie game and I wanted to share my progress and explain the tools and techniques I use at the same time. This week, I'll go over how to use Blender to do low resolution hard surface game asset modeling and UV unwrapping.

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26 фев 2017

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Комментарии : 7   
@accelerator5524
@accelerator5524 7 лет назад
It is really amazing what i am learning from this tutorial series. Keep up the great work.
@carljacobs1287
@carljacobs1287 6 лет назад
Wow! That was much harder than expected! I had weird scaling and UV mapping issues going out. Turns out I needed to do two things to fix it: 1. Remove Doubles - For some reason I had double vertex points. 2. I had to manually remove some double edges, by deleting the edges and then refilling in the faces and marking the seams again. Took a while to figure out, but I guess I now understand UV unwrapping just that little bit better.
@Nickk888SA
@Nickk888SA 5 лет назад
Thank you so much! I had the same issue :D I had to remove doubles automatically and manually. Now it works!
@romanyuklenchuk2743
@romanyuklenchuk2743 3 года назад
thanks man
@aleph-tav
@aleph-tav 6 лет назад
What is a good alternative to Retopo and unwrap UV outside blender? 3D coat or unfolder 3d or even topogun and Retopoflow for bender?
@alexchang8180
@alexchang8180 6 лет назад
@AlineMinefield hi I am having some minor trouble with the uv map. I have 2 vertices at different places and selecting any of them will result in selecting the other and thus, moving them extremely difficult. I am not sure if you understand what I mean, but I can send you my blender file if you would like to have a look at them. Thanks.
@AlienMinefield
@AlienMinefield 6 лет назад
That happens if you have UV selection turned off in the UV/Image editor. What's happening is that you are selecting a vertex that bridges two UV islands. Since the vertex is represented on both islands, both of them are being selected and moved. UVs and vertices are not the same thing. In the UV/Image editor, there is an icon that looks like a box with the vertices highlighted. It's to the right of the tab that says "View" and left of the vertex/edge/face selection toggles. That button is the switch that turns on selection synchronization between the 3d View and the UV editor. With it on, anything you select in the 3d view will be selected in the UV editor and vice versa. The problem is that you can't select UVs specifically, only vertices/edges/faces. If synchronization is turned off, then you can select UVs instead of vertices in the UV editor.
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